You couldn’t possibly get the reference but I just made a swarm for a 4e encounter called razor fish. It dates back to an extremely goofy sequence during a game played using the Heroes System and is designed because it fits the setting I’m using (swamp sequence) and to elicit a chuckle for those in the know. After looking at all the swarms, they’re pretty uninteresting so I’m thinking I’ll make a ‘swarm like substance’ that doesn’t follow the existing swarm mantra.
Because it doesn’t matter now, there’s no chance the people involved are going to read this before it happens and because someone asked, the upcoming “while you’re here” sequence synopsis is going to run like this:
- Interlude 1 – Party uncovers a need for their talents (which I believe is plausible but won’t go into now, just in case). The party is comprised of Pre-Gen’s although they did pick their classes/races/powers but I equipped and set them up otherwise.
- Tactical Encounter 1 – Difficulty Hard – A mix of artillery and skirmishers and a bunch of minions.
- Skill Challenge 1 – Skill challenge with a varied range of results that all have them getting where they need to be but with possibly depleted resources.
- Interlude Two – Party finds a random descriptive event designed to illicit character development.
- Extended Rest possible at this point (due to my house rule).
- Tactical Encounter 2 – Difficulty Standard – A mix of Soldiers and Minions.
- Tactical Encounter 3 – Difficulty Standard – Artillery, Brutes and Controller.
- Extended Rest possible at this point (due to my house rule).
- Tactical Encounter 4 – Difficulty Hard – Boss, Controller and Minions. Tough fight but the party could retreat before engaging if they feel they have to after the previous two encounters.
- Extended Rest possible at this point (due to my house rule and DM fiat exception)
- Skill Challenge 2 – Same as the previous skill challenge really. Just adds a bit of randomness to how the party shows up at the next major area.
- Tactical Encounter 5 – Difficulty Standard – One brute/controller and an ASS load of minions.
- Tactical Encounter 6 – Difficulty Standard – Artillery and Brutes fill this niche in the defenses.
- Tactical Encounter 7 – Difficulty Hard – Solo and soldiers are the final combat in this sequence of encounters and events and will culminate in some Phat Lewt as well as a level after defeating all the encounters prior to this.

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